Sentences with phrase «enemy design on»

The level and enemy design on display is solid, providing several memorable stretches that helped wash Ariandel's taste away.

Not exact matches

These «fish» are designed to give submarine commanders a flexible tool that can be used to destroy enemy vessels, or serve as remote sensors, extending the operational capabilities of submarines far beyond what they're inherently able to do while on patrol.
I want to update you on yesterday's Lunch Tray post, in which I shared Nancy Huehnergarth's excellent reporting on a Gatorade video game which was explicitly designed to teach kids that «water is the enemy» of athletic performance.
Lauren Warner, Founder and Editor [See all «From the Editor» posts] Beth Berry, Revolution from Home [«The Perfection Trap»] Amber Dusick, Crappy Pictures [«Making Time for Free Time»] Heather Flett, Rookie Moms [«Choose the One Thing»] Elke Govertsen, Mamalode magazine [«We Need Each Other»] Meagan Francis, The Happiest Mom [«Write Your Own Story»] Nici Holt Cline, Dig this Chick [«Dead Ends Don't Exist»] Devon Corneal, The Huffington Post [«You Are Stronger than You Think»] Melanie Blodgett, You are My Fave [«The Truth About Making Friends»] Allison Slater Tate, AllisonSlaterTate.com [«Enjoy the Ride»] Katie Stratton, Katie's Pencil Box [«We Are What We Eat»] Lisa - Jo Baker, Tales From a Gypsy Mama [«Mom Sets the Mood»] Shannan Martin, Flower Patch Farm Girl [«Find Your Delicious»] Tracy Morrison, Sellabit Mum [«Real Life Goes On Here»] Amy Lupold Bair, Resourceful Mommy [«Choose Happy»] KJ Dell» Antonia, New York Times Motherlode [«Do What You're Doing»] Anna Luther, My Life and Kids [«Fake Farts Make All the Difference»] Bridget Hunt, It's a Hunt Life [«Our Own Worst Enemies»] Judy Gruen, Mirth and Meaning [«Don't Forget Your Vitamin L»] Shannon Schreiber, The Scribble Pad [«When Mom is Afraid»] Rivka Caroline, Frazzled to Focused [«From Frazzled to Focused»] Pilar Guzman, Editor - in - Chief of Martha Stewart Living [«The Hard Work of Being Good»] Molly Balint, Mommy Coddle [«I Want to Be a «Yes»»] Melanie Shankle, The Big Mama Blog [«Not Enough Time (Or Toilet Paper)»] Lindsay Boever, My Child I Love You [«They Will Love What You Love»] Mary Ostyn, Owlhaven [«A Family That Plays Together»] Lindsey Mead, A Design So Vast [«Feeling Hurt?
I'm not expert on this, but I would think it's largely due to the distinction between weapons that are designed to target the enemy's military and military assets, vs. weapons that target people in general?
Alexander's speech was designed to show that the Lib Dems are taking on the enemies of growth.
The mask comes in a lot of different designs for anything you might want to be to your enemies on the battlefield.
There were several moments that induced frustration - whether due to the wonky controls, throw - happy enemies, or artificial limits on Ryu's ability usage - that were clearly just poor design choices.
But like Abrams did on «Star Trek,» Whedon has stepped up his game in a major way: the action is clear and coherent, the pacing is tight (it's 140 minutes long, but flies by) and the technical contributions are top - notch across the board, from the Bond - movie production design of James Chinlund («The Fountain «-RRB- and the razor - sharp cutting of Jeffrey Ford («Public Enemies «-RRB- and Lisa Lassek («Cabin In The Woods») to Seamus McGarvey «s bright cinematography and Alan Silvestri's firmly listenable score (although the latter could, it should be said, use a more distinctive theme).
Some of the game's deployment operations, in which you can send Diamond Dogs off on remote missions, are designed to intercept enemy shipments of, say, helmets and riot armor — the kind of stuff that neuters your tranq darts and headshots.
All throughout the game you'll notice vestiges of the Wii title still lingering in the game design: areas are now divided up into distinct «levels,» which are laid out on a world map reminiscent of Super Mario World; Mario no longer gains experience points by defeating enemies, having instead to find the appropriate items to augment his abilities; and party members have been excised completely from the title, leaving the plumber to tackle the world's problems by himself (well, to an extent).
This enemy design makes kiting and circle strafing large groups on enemies more of a chore than a challenge and limits unique combat styles.
The game has some great detail, some great enemy design, and improves enough from the previous game to really keep you on the edge of your seat the entire time.
To play a deadly black - ops soldier with designs on the throne of Wakanda, the technologically advanced African utopia that Black Panther rules and protects, Jordan doesn't just bulk up to superhuman proportions, his muscular torso covered in an almost tribal configuration of scars — one for each enemy his character has felled.
With interesting characters and a very compelling world, your goal is to return to the past in order to save the present as you take on a variety of amazing and challenging enemies designed by acclaimed artist Akira Toriyama.
Pairing two units up to double - team an enemy unit is also gone, and map design is definitely simpler with objectives rarely being anything different than killing all enemy units on the field — which is a shame given the high's the Conquest campaign of Fire Emblem Fates reached with its combat scenarios.
Ubisoft internal brand manager Thomas Leuroux - Hugon made it clear that there are three main differences between Future Soldier and Ghost Recon: Online: the increased lethality of weaponry, the level design, and the resulting importance of intelligence, i.e. learning your enemies» position on the map.
The Lost Levels expands on Super Mario Bros with tough new level designs, trickier enemies and new features like fierce winds that blow Mario away.
This is a design choice like that worked on the Super Nintendo, but even then there was a greater variety of enemies to encounter in A Link to the Past.
Maps are well designed, with multiple ways to advance on and flank the enemy.
The total of 12 multiplayer maps are well - designed and remind me of the old school stationary spawn points from Counterstrike, the weapons feel sturdy and a melee attack on an enemy player's face feels as great as ever.
Shadow Warrior 2 also tries to improve the replay value for some of the story missions by making each of the level random, so while the core mission will remain the same, the enemy variety and level design can change on each subsequent visit.
On the surface it's a standard action platformer with plenty of running, jumping and shooting enemies, but a novel ability to jump in and out of both the foreground and background creates a unique experience and some devilishly designed levels.
The game is also pleasingly colorful, and the enemy design is of high quality despite the reliance on spherical bodies.
On top of this, the enemy designs are just plain boring.
This is especially true when focusing on the blocky character designs and unusual animations for both characters and enemies.
Majority of the game is set on a ship where you have the classic Resident Evil formula in play with tightly designed corridors full of enemies and locked rooms.
It includes most of the aforementioned tracks, as well as «Django Jane,» a contender for the year's defining rap single, with its ferocious flow and David Axelrod sample, delivered on screen in an echo of vintage Public Enemy with gender - fluid 1960s Nation - of - Islam costume design.
Designed as another simple one - direction platform title, Sonic Jump Fever is based on the 2012 Sonic Jump (all the while collecting rings, getting power - ups, and bopping enemies; only now you can compete directly against your friends).
Designed to guard the entrance to San Juan bay and defend the city of San Juan from seaborne enemies, El Morro is a sixteenth - century citadel which lies on the northwestern-most point of the islet of San Juan.
I think these devs are more so picking games that acted as huge influences on them getting into game development, or games that influenced their own design philosophies (hell you could even argue that with Kojima and Pokemon, Peace Walker and MGSV both had you «capturing» enemy soldiers to make them a part of your «team»).
I just finished Tales of Berseria, the story keep me going, since the game design is inferior to past entries, while combat is more streamlined like with Nier you either make little to no effort or even just leave autoplay, OR you get constantly one shot which if it were playing coop it'll make sense, but constantly reviving the cpu allies, got tiresome, also I might not get it, but it doesn't make sense to me that you get more experience points in lower difficulties, especially when enemy levels are doubled on higher difficulties.
A quintessential RPG from Square Enix Explore a massive, beautifully designed world Battle 250 + different monsters designed by famed artist Akira Toriyama Travel, win turn - based battles, earn items, manage them, and grow stronger No random encounters — watch as enemies roam and chase you on the field!
There is only a handful of enemy character designs, which is more of an issue with how much data could be loaded onto an N64 cartridge than anything else, so you will see these over and over which does get a little stale early on.
Testing the Siberia 200 came at just the right time as Star Wars: Battlefront delivers some of the best sound design I've heard from a game ever, while Rainbow Six: Siege places a lot of emphasis on using sound to not only pinpoint the enemy, with the thud of boots alerting you to their position, but also to create tension for the defenders as they listen to the enemy slowly advancing.
Features One Button Action — easy to learn, hard to master gameplay designed to use one action button and the Directional Buttons / Left Stick for movement Mambo Multiplayer — roughhouse up to four of your friends / enemies in 25 stages of «Mambo» Flimsy Architecture — breakable environment for reactive gameplay Loser Rail — the feature designed to give you a second chance, for those of you not good enough to win Solo Mode — 70 + Singleplayer stages designed to test your might Survival Mode — Survive the endless waves of Personal - Space invaders as they try and breach your personal space Play with up to four players on one Nintendo Switch ™ system Colour Accessibility — Enhance player visibility, by editing a palette of player colours that best suit you More updates to come!
Because the game can't rely on color that makes the art - style even more important, but Amy's enemy designs, environment designs and general style are really quite boring.
On top of just how clean the art looks, i'm really digging the whole «organic / machine hybrid» design of the enemies.
The enemy types and well - designed levels are icing on the cake.
Another clever design choice within environments include a lift that your Exo - Rig can easily attach to allowing you to traverse upwards in particular areas of factories when anywhere from one to an entire group of enemy Exo - Rigs has you on the ropes during combat.
Enemy design has a positive quantity of variation as there are disassembly machines capable of emitting an EMP to momentarily stun your Exo - Rig or a laser sighted gun with a shoot on sight policy and numerous enemy Exo - Rigs in all manner of shapes and sizes with differing lower, medium and higher powered weaponry and arEnemy design has a positive quantity of variation as there are disassembly machines capable of emitting an EMP to momentarily stun your Exo - Rig or a laser sighted gun with a shoot on sight policy and numerous enemy Exo - Rigs in all manner of shapes and sizes with differing lower, medium and higher powered weaponry and arenemy Exo - Rigs in all manner of shapes and sizes with differing lower, medium and higher powered weaponry and armour.
Doom is tightly and elegantly designed, with fantastic enemies, compelling gameplay, a wealth of things to discover, surprisingly subtle storytelling, and an emphasis on fun.
Enemy design is unrivaled, character design is on par with the best of the series, and once you get to Pulse, even some enemy pop - in won't stop you from being completely blown away by what youEnemy design is unrivaled, character design is on par with the best of the series, and once you get to Pulse, even some enemy pop - in won't stop you from being completely blown away by what youenemy pop - in won't stop you from being completely blown away by what you see.
Even the first level on the tougher difficulty setting feels near impossible, but whilst I would usually relish the intense challenge, it's not thanks to the level design, or the enemy placement that makes BLEED such a challenging game — all of which are rather impressive even with their simplicity — and instead it's down to the boss at the end of each stage.
Some of the enemy designs, such as the scuttling, arachnid woman that appear relatively early on is rather reminiscent of Silent Hill, as are the environments and corridors that shift and warp, not to mention the plentiful camera tricks.
It is designed for players to call on fan - favorite Disney characters, which will help players as they engage with enemies throughout the game.
My favorite was probably going back to the level which was designed for stealth and instead climbed a tower and sniped every single enemy on the level.
Set in a dangerous, ruined world filled with creatures and hazardous mist, your success relies on your ability to read the evolving situation and make strategic choices — placing defensive units, predicting enemy behavior and designing attack patterns.
The title will focus on the Mario universe being invaded by Ubisoft's Rabbids characters, some friend and some foe, and will feature a new Bowser form based around the design of the Rabbids as a recurring boss enemy.
Unfortunately, it doesn't take away from the fact that even on the PlayStation Vita (both versions ran solid) the game does find itself in trouble with limited enemy designs.
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